transform.cpp 6.4 KB

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  1. /*************************************************************************/
  2. /* transform.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "transform.h"
  31. #include "core/math/math_funcs.h"
  32. #include "core/print_string.h"
  33. void Transform::affine_invert() {
  34. basis.invert();
  35. origin = basis.xform(-origin);
  36. }
  37. Transform Transform::affine_inverse() const {
  38. Transform ret = *this;
  39. ret.affine_invert();
  40. return ret;
  41. }
  42. void Transform::invert() {
  43. basis.transpose();
  44. origin = basis.xform(-origin);
  45. }
  46. Transform Transform::inverse() const {
  47. // FIXME: this function assumes the basis is a rotation matrix, with no scaling.
  48. // Transform::affine_inverse can handle matrices with scaling, so GDScript should eventually use that.
  49. Transform ret = *this;
  50. ret.invert();
  51. return ret;
  52. }
  53. void Transform::rotate(const Vector3 &p_axis, real_t p_phi) {
  54. *this = rotated(p_axis, p_phi);
  55. }
  56. Transform Transform::rotated(const Vector3 &p_axis, real_t p_phi) const {
  57. return Transform(Basis(p_axis, p_phi), Vector3()) * (*this);
  58. }
  59. void Transform::rotate_basis(const Vector3 &p_axis, real_t p_phi) {
  60. basis.rotate(p_axis, p_phi);
  61. }
  62. Transform Transform::looking_at(const Vector3 &p_target, const Vector3 &p_up) const {
  63. Transform t = *this;
  64. t.set_look_at(origin, p_target, p_up);
  65. return t;
  66. }
  67. void Transform::set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up) {
  68. #ifdef MATH_CHECKS
  69. ERR_FAIL_COND(p_eye == p_target);
  70. ERR_FAIL_COND(p_up.length() == 0);
  71. #endif
  72. // Reference: MESA source code
  73. Vector3 v_x, v_y, v_z;
  74. /* Make rotation matrix */
  75. /* Z vector */
  76. v_z = p_eye - p_target;
  77. v_z.normalize();
  78. v_y = p_up;
  79. v_x = v_y.cross(v_z);
  80. #ifdef MATH_CHECKS
  81. ERR_FAIL_COND(v_x.length() == 0);
  82. #endif
  83. /* Recompute Y = Z cross X */
  84. v_y = v_z.cross(v_x);
  85. v_x.normalize();
  86. v_y.normalize();
  87. basis.set(v_x, v_y, v_z);
  88. origin = p_eye;
  89. }
  90. Transform Transform::interpolate_with(const Transform &p_transform, real_t p_c) const {
  91. /* not sure if very "efficient" but good enough? */
  92. Vector3 src_scale = basis.get_scale();
  93. Quat src_rot = basis.get_rotation_quat();
  94. Vector3 src_loc = origin;
  95. Vector3 dst_scale = p_transform.basis.get_scale();
  96. Quat dst_rot = p_transform.basis.get_rotation_quat();
  97. Vector3 dst_loc = p_transform.origin;
  98. Transform interp;
  99. interp.basis.set_quat_scale(src_rot.slerp(dst_rot, p_c).normalized(), src_scale.linear_interpolate(dst_scale, p_c));
  100. interp.origin = src_loc.linear_interpolate(dst_loc, p_c);
  101. return interp;
  102. }
  103. void Transform::scale(const Vector3 &p_scale) {
  104. basis.scale(p_scale);
  105. origin *= p_scale;
  106. }
  107. Transform Transform::scaled(const Vector3 &p_scale) const {
  108. Transform t = *this;
  109. t.scale(p_scale);
  110. return t;
  111. }
  112. void Transform::scale_basis(const Vector3 &p_scale) {
  113. basis.scale(p_scale);
  114. }
  115. void Transform::translate(real_t p_tx, real_t p_ty, real_t p_tz) {
  116. translate(Vector3(p_tx, p_ty, p_tz));
  117. }
  118. void Transform::translate(const Vector3 &p_translation) {
  119. for (int i = 0; i < 3; i++) {
  120. origin[i] += basis[i].dot(p_translation);
  121. }
  122. }
  123. Transform Transform::translated(const Vector3 &p_translation) const {
  124. Transform t = *this;
  125. t.translate(p_translation);
  126. return t;
  127. }
  128. void Transform::orthonormalize() {
  129. basis.orthonormalize();
  130. }
  131. Transform Transform::orthonormalized() const {
  132. Transform _copy = *this;
  133. _copy.orthonormalize();
  134. return _copy;
  135. }
  136. bool Transform::is_equal_approx(const Transform &p_transform) const {
  137. return basis.is_equal_approx(p_transform.basis) && origin.is_equal_approx(p_transform.origin);
  138. }
  139. bool Transform::operator==(const Transform &p_transform) const {
  140. return (basis == p_transform.basis && origin == p_transform.origin);
  141. }
  142. bool Transform::operator!=(const Transform &p_transform) const {
  143. return (basis != p_transform.basis || origin != p_transform.origin);
  144. }
  145. void Transform::operator*=(const Transform &p_transform) {
  146. origin = xform(p_transform.origin);
  147. basis *= p_transform.basis;
  148. }
  149. Transform Transform::operator*(const Transform &p_transform) const {
  150. Transform t = *this;
  151. t *= p_transform;
  152. return t;
  153. }
  154. Transform::operator String() const {
  155. return basis.operator String() + " - " + origin.operator String();
  156. }
  157. Transform::Transform(const Basis &p_basis, const Vector3 &p_origin) :
  158. basis(p_basis),
  159. origin(p_origin) {
  160. }
  161. Transform::Transform(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz, real_t ox, real_t oy, real_t oz) {
  162. basis = Basis(xx, xy, xz, yx, yy, yz, zx, zy, zz);
  163. origin = Vector3(ox, oy, oz);
  164. }